{"author_name":"TheChemist","cat":"LD #25","comments":[],"epoch":1355457120,"likes":3,"metadata":{"p_key":"50434","p_author":"TheChemist","p_authorkey":"15756","p_urlkey":"86122","p_title":"Lets do this!","p_cat":"LD #25","p_event":"LD25","p_time":"1355457120","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"15756","us_name":"TheChemist","us_username":"thechemist","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>WOULD YOU LIKE TO ENABLE STICKY KEYS?\u00a0<em><strong>no<\/strong><\/em><b><i><br \/>\n <\/i><\/b><\/p>\n <p>However, I would like to make a multiplayer game for LudumDare! How is this possible? Telnet. Yes, telnet, you read that right. Using the Boost async IO lib my intent is to make my game as a small, text based multi-player experience.<\/p>\n <p>It&#8217;ll be written in C++ using Visual Studio for primary development and GCC for the linux server builds. I&#8217;ll probably use my JSON library LawlJSON (https:\/\/github.com\/chromex\/LawlJSON) for data and maybe my factory system LawlProps (https:\/\/github.com\/chromex\/LawlProps) for loading preset objects from file.<\/p>\n <p>Does this make me a mad man? Why yes it does. I have no idea how I&#8217;ll get to test the multi-player elements to a meaningful extent while\u00a0pursuing\u00a0development but that is part of why I&#8217;m interested!<\/p>\n <p>Anyways, if you want to track me I&#8217;ll be posting to my blog PublishingNothing.com and my project source code will get posted to\u00a0https:\/\/github.com\/chromex\/gamejaming as I work on everything. Also, I hope to have a live server up, running, and crashing the first day so I&#8217;ll post a link to when its up.<\/p>\n <p>ONWARD, FOR STICKY KEYS.<\/p>","time":"December 13th, 2012 10:52 pm","title":"Lets do this!"}